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		[page:Object3D] &rarr;

		<h1>立方相机（[name]）</h1>

		<p class="desc">创建6个渲染到[page:WebGLCubeRenderTarget]的摄像机。</p>

		<h2>代码示例</h2>

		<code>
		// Create cube render target
		const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );

		// Create cube camera
		const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
		scene.add( cubeCamera );

		// Create car
		const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
		const car = new THREE.Mesh( carGeometry, chromeMaterial );
		scene.add( car );

		// Update the render target cube
		car.visible = false;
		cubeCamera.position.copy( car.position );
		cubeCamera.update( renderer, scene );

		// Render the scene
		car.visible = true;
		renderer.render( scene, camera );
		</code>

		<h2>例子</h2>

		<p>
			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]
		</p>

		<h2>构造器</h2>



		<h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarget renderTarget] )</h3>
		<p>
		near -- 近剪切面的距离<br />
		far -- 远剪切面的距离<br />
		renderTarget -- The destination cube render target.
		</p>
		<p>
		构造一个包含6个[page:PerspectiveCamera PerspectiveCameras]（透视摄像机）的立方摄像机，
		并将其拍摄的场景渲染到一个[page:WebGLCubeRenderTarget]上。
		</p>


		<h2>属性</h2>
		<p>共有属性请参见其基类[page:Object3D]。</p>

		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
		<p>
			The destination cube render target.
		</p>

		<h2>方法</h2>
		<p>共有方法请参见其基类[page:Object3D]。</p>


		<h3>[method:undefined update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
		<p>
		renderer -- 当前的WebGL渲染器<br />
		scene -- 当前的场景
		</p>
		<p>
		这个方法用来更新[page:CubeCamera.renderTarget renderTarget]（渲染目标对象）。
		</p>

		<h2>源代码</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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